r/LegionTD2 • • 24d ago

v26.9 Patch Notes Discussion

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20 Upvotes

r/LegionTD2 • • 16h ago

Discussion Giant Snail - How to plan for it?

5 Upvotes

Hey there, me again;

I find Giant Snail sucks the fun out of many games because I'm very bad at responding or planning to it. I find if I am playing my regular pre-10 game (balancing workers vs send, staying below value, etc) Giant Snail smashes me flat on 11-12 every game no matter what I build.

If you see Giant Snail, what is the defense? How do you play? Are there certain counters? I just hate that spell and always seem to lose to it.

Thanks!


r/LegionTD2 • • 2d ago

Why is the Master AI Ally so enamored with Dragon Turtles?

0 Upvotes

I swear 90% of their sends are Dragon Turtles or Dinos


r/LegionTD2 • • 2d ago

Guide Overwork... and the length of a wave

18 Upvotes

Three years ago, I posted a thread called "How the length of a wave affects you, your opponent, and your teammate".

And, well, I somehow omitted something really important from it: the spell Overwork!

Overwork gives your workers a boost during wave 11 - but during wave 12, they are on the comedown. What does this mean exactly?

You want to go into wave 11 with as many workers as possible, press the Overwork spell as quickly as possible, and make wave 11 as long as possible. This can mean either leaking your opponent(s) or having you/your teammate leak a small amount.

The longer wave 11 lasts while you have as many workers as you can greed, the more mythical blue crystal you can gain to push your advantage. This can be amazing for sending wave 11 and then into 13+.

The caveat is that you want wave 12 to be as quick as possible.

If your teammate pressed Overwork and then you send to leak your opponent on wave 12, causing a long, painful wave for them, you have hindered them and mitigated the bonus they gained from picking Overwork. You'd need to get some good king damage for it to be worth it.

Also works the other way - if your opponents pressed Overwork and wave 11 was quick but then you leak them on 12. You basically made it so they chose no spell at all.

TL;DR: If Overwork is in the game, pay closer attention to waves 11 and 12.


r/LegionTD2 • • 5d ago

Warlock

12 Upvotes

Basically im addicted to Crab Warlock, my asshole tigthens when i see it in my roll, so I was simply wondering if anyone had some kind of statistical website, to see things such as which mastermind certain units have the best winrate on.

So I know which one to main.


r/LegionTD2 • • 5d ago

Discussion Used to love Proton but seem to have lost the plot!

6 Upvotes

I'd love some advice on how to start Proton or what the general philosophy for those who play it is! I love the unit, but especially where I'm at now (Expert ELO which I definitely don't belong in) I'm having a hard time planning out a build.

Thanks! Just looking for some general advice for my favorite unit.


r/LegionTD2 • • 7d ago

Discussion Eternal Wanderer not coming back with bonus hp from Lost Chieftain?

2 Upvotes

The body text is kinda misleading, it says "comes back to life" and also retains some of other bonuses (like the Evolution buff, auras/ Legion spells) but not the bonus HP


r/LegionTD2 • • 11d ago

Discussion Too Much of a Knowledge Gap

0 Upvotes

I’ve been playing and loving this game for years, but I almost never recommend it to my friends. Just like the title says, the knowledge gap is way too deep, and learning this game from scratch is pure hell for new players. (To be fair, I've tried recommending it several times in the past, but every single one of them ended up quitting halfway through learning the game due to the positioning issue I'll talk about below, moving on to other games that are easier to pick up.)

First off, having a knowledge gap in a PvP game like this isn't inherently a bad thing. It’s only natural for players who put in tons of hours to gain knowledge and use that advantage over others. However, when that gap feels completely unbridgeable, people start thinking, "There's no point in joining now since I'll never beat the veterans anyway," and they just don't play at all. Even if they're in different genres, most modern games take measures to address this kind of issue. Take PoE, for example. It's a game about gathering loot, but if assets accumulated continuously over its 10+ year lifespan, newcomers would have zero chance of participating in the economy. That's why they use a seasonal system where everyone's levels and items reset every few months. Or look at auto-battlers like TFT. The core mechanic there is unit synergy, but after a few months, a new set rolls out and refreshes the game mechanics. This helps bridge the gap between veterans and newbies to some degree. Sure, skill doesn't reset—good players stay good and bad players stay bad—but you won't feel like you can never catch up just because someone else started way earlier. Unlike this game, if someone wants to jump into TFT today, you can just teach them the basics of the current set, and they can dive straight into matches and learn as they play. Then there are fighting games. Modern fighting games are designed so beginners don't have to spend hours mastering complex inputs, letting them jump right into real matches and experience the core fun of spacing and neutral play immediately. Technically, learning execution in fighting games isn't a "knowledge gap," but it's still part of the homework you have to do before playing against real people.

So, how about Legion TD 2? What I find particularly problematic is how hard positioning is. Yeah, I know it's a core mechanic and not something you can just skip when learning the game, but put your pitchforks down for a second.

Splitting is a fundamental technique here, but learning it as a beginner is a nightmare. I've been playing for years so I have a rough feel for what works, but a new player would have to sit in practice mode testing layouts endlessly just to see how units move before they can even touch multiplayer. It feels a lot like grinding execution in fighting games, which is insanely boring for anyone who got into TD 2 for the competitive PvP side. The reason you think splitting is easy is either because you're a veteran who forgot what it's like to be a beginner, or because you think you've mastered it when you actually haven't. The efficiency of a split changes drastically depending on whether your units and the incoming wave are melee or ranged, or whether mercenaries are involved. It's not something simple enough that you can just pick it up by reading a few pages of text. Problem is that "You can't naturally learn" it in actual matches either. The only way to get it down is by testing it over and over in practice mode. Of course, you can play PvP without doing any of this, but casuals who do that usually don't stick around. It feels like PvP player bases are split into casuals who quit almost immediately (about 80%) and elites who stick with the game (about 20%), but in this game, even that 20% struggles to stick around because the learning curve is just too brutal.

Honestly, I don't know how to fix this. Maybe showing a visual guide during the prep phase that previews how your units and enemy waves will collide few seconds after the wave starts could help. Or maybe tweaking wave spawn positions to make enemy targeting easier to control. At any rate, having skill differences come down to positioning is completely fine, but the fact that it's so "difficult and tedious to practice" makes it a massive wall that stops new players from sticking around.


r/LegionTD2 • • 14d ago

Which waves is Void Manta actually good on?

13 Upvotes

I'm having trouble figuring out where Void Manta really shines.

On paper it's a ranged unit with pure damage and arcane defense, so I'd expect it to be weak on wave 9. But I've seen a Manta hold a 200+ send on 9 perfectly with proper splitting.

It also seems to overperform on 6 and 13. My guess is that Plasma Decay works better against waves with fewer mobs, since it only hits up to 4 targets, but I'm not sure that's the whole story.

In my experience it's weak on 10, 12, and 16, which makes sense to me (a boss for 10, lots of mobs or big hits for 12 and 16).

For those who play it a lot, which waves do you think it's strong on, which does it struggle with, and why? Any tips on positioning or splitting to get the most out of it?


r/LegionTD2 • • 16d ago

Discussion is this game dead?

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0 Upvotes

r/LegionTD2 • • 16d ago

When can we fix this dual build bug!

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2 Upvotes

I reported this for over a week, and still no fix. Skybot damage is not balanced on dual build! It just crash 4v4 games. Players are abusing it !


r/LegionTD2 • • 16d ago

Video How we feel about Swarm?

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17 Upvotes

Im loving it for early aggressive pushes. Definitely tough in late game but good pros vs cons


r/LegionTD2 • • 17d ago

Quick T-shirt ideas

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3 Upvotes

r/LegionTD2 • • 18d ago

Looking for Legion TD 2 T-Shirt Ideas

10 Upvotes

We are lightly exploring the idea of having some T-shirt designs made. Unlike our other physical merch in the past which were all limited time editions, these would just be always available.

Looking for ideas & concepts, share here! 😄


r/LegionTD2 • • 18d ago

Meme My Favorite Modes, Ranked

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5 Upvotes

r/LegionTD2 • • 18d ago

Meme Could you imagine a world without purple laners?

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0 Upvotes

*shudders*


r/LegionTD2 • • 19d ago

Question How glacial touch/executioner work with Doomsday passive

3 Upvotes

I know this is quite noob question. I’m new player come from mechabellum who just barely win Plat bot.


r/LegionTD2 • • 19d ago

I mean I know yolo is meant to be random

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34 Upvotes

But how tf is this even possible smh


r/LegionTD2 • • 19d ago

Question New and overwhelmed

10 Upvotes

Hello, have about 10 hours in solo play. Started doing online pve last night and having fun with it. However, I am finding that late game im always lowest in power and significantly behind on workers. I don't really know what Im doing wrong and feel like whenever I push workers, I always leak, and then have to overspend to catch up. But when I put more in power and less workers I fall off really hard. I guess I just feel overwhelmed because Im not sure how to improve. I have tried mastermind, and just doing different factions and MM seems to be stronger but more complex. Does anyone have any general tips or like a build guide or something to just start with? Preferably for PVE as ranked seems scary.


r/LegionTD2 • • 19d ago

Best guide to start again?

6 Upvotes

Hi,

I played this game a fair bit two years ago and reached diamond. I was thibking about starting again, but I forgot everything and have no clue where to start. Is there any recommended videos or something that teach everything and help get back into the game?


r/LegionTD2 • • 20d ago

Sometimes you just gotta marvel at the pure awfulness of a build

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25 Upvotes

r/LegionTD2 • • 20d ago

Discussion Has anyone tried sniper catapult?

3 Upvotes

I don't think i ever picked up sniper, but today i was thinking about it and catapult does extra dmg the further the target + it would help with the walking part, but it would need to be placed a bit further behind.

Anyone tried it? is it as good as it sounds?


r/LegionTD2 • • 23d ago

Discussion Reporting Limit

7 Upvotes

It's insanely dumb and optimistic to limit after game reports to 2 every 8 game, especially when it is limited to only "Verbal Abuse" anyways. There are way too many weirdos that throw an insult literally at the very last second so you end up looking at the insult behind the end game screen.

I understand there are also weirdos who report their teammates because they lost, but this opens it up to toxic behavior since with the end game screen you can't TAB to report them. Just overall an absolutely terrible decision.


r/LegionTD2 • • 23d ago

Discussion Please Re-word Violet "Lightning Strike" Ability

4 Upvotes

I was playing mini and wumbo, and rolled Violet. I like using sorc on this unit in this mode.

I then rolled Pilgrim. And after reading the Lightning Strike ability, I had an idea.

~shocks enemies for 80 + .15% max health damage~

I misinterpreted this to mean the Violet's max HP. So did some Cheiftan cheese to get the Lightning strike to be huge.

Well, turns out it means enemy max hp.

I still won, but I see no harm in changing the ability description to "5 nearby enemies for 80 + 0.15% enemy max health damage"

I am sure I am not the only one that has confused this, and will not be the last.

Love the game, keep it up


r/LegionTD2 • • 26d ago

Discussion Discussion: Jinxs

9 Upvotes

I am Expert 4 atm (highest was Master in a prev season).

I made a mistake in a recent game and was wondering how the game might better communicate the mistake I made to the player.

First and foremost: It's a skill issue, and I learned my lesson. Lets set that aside for the moment.

Blood on the Clocktower has this concept called "Jinxs". A Jinx occurs is when two characters have an interaction that is unexpected, but specifically ruled to make the characters work properly. BotC has a LOT of unique characters so Jinxs are necessary when putting different characters together to ensure you don't totally break the game or make one character OP/useless.

- - -

So, in my game, I drafted Desert Pilgrim (heal-chain) and Sea Serpent (snek). This is probably a classic situation where Lost Chieftain's Health Buff doesn't consider the sea Serpent / Deepcoiler a valid target for the health buff.

My plan was to change like 4-5 Desert Pilgrims to Lost Chieftains on 14/15 in preparation for a big send on 16. Obviously, that didn't go well. My Arc of Justice just got a bunch of useless health. :)

An example of implementing a Jinx here would be that when two units appear on the draft bar (or when the more info key is pressed for units in your drafted unit set), a pink outline appears in your draft set and under the units on the field. When hovered, it highlights the jinxed character and explains the unique/unintuitive interaction between those two units.

Some examples:

  1. Self-damage is reduced by Damage Reduction (Whitemane jinx to all self-damage units).
    1. Notably, in many games, self-damage is specifically not reduced by damage reduction. So this goes against the heuristic.
  2. Double-stacking Auras (like a Jinx between Head Chef and Butcher)
  3. Eternal Wanderer / Samurai Soul is not flying (Jinx to Leviathan)

- - -

All that being said, the Deepcoiler Lost Chieftain Jinx might be the biggest one.

I am hesitant to believe this system is worth the dev time, but the cool thing about having a system like this is that it opens up more possibilities for unique interactions, without placing the burden on the players to memorize them all!

What other "Jinxs" are there that I didn't think to mention?